Fx.h (3876B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. 23 24 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. 25 26 =========================================================================== 27 */ 28 29 #ifndef __GAME_FX_H__ 30 #define __GAME_FX_H__ 31 32 /* 33 =============================================================================== 34 35 Special effects. 36 37 =============================================================================== 38 */ 39 40 typedef struct { 41 renderLight_t renderLight; // light presented to the renderer 42 qhandle_t lightDefHandle; // handle to renderer light def 43 renderEntity_t renderEntity; // used to present a model to the renderer 44 int modelDefHandle; // handle to static renderer model 45 float delay; 46 int particleSystem; 47 int start; 48 bool soundStarted; 49 bool shakeStarted; 50 bool decalDropped; 51 bool launched; 52 } idFXLocalAction; 53 54 class idEntityFx : public idEntity { 55 public: 56 CLASS_PROTOTYPE( idEntityFx ); 57 58 idEntityFx(); 59 virtual ~idEntityFx(); 60 61 void Spawn(); 62 63 void Save( idSaveGame *savefile ) const; 64 void Restore( idRestoreGame *savefile ); 65 66 virtual void Think(); 67 void Setup( const char *fx ); 68 void Run( int time ); 69 void Start( int time ); 70 void Stop(); 71 const int Duration(); 72 const char * EffectName(); 73 const char * Joint(); 74 const bool Done(); 75 76 virtual void WriteToSnapshot( idBitMsg &msg ) const; 77 virtual void ReadFromSnapshot( const idBitMsg &msg ); 78 virtual void ClientThink( const int curTime, const float fraction, const bool predict ); 79 virtual void ClientPredictionThink(); 80 81 static idEntityFx * StartFx( const char *fx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind ); 82 83 protected: 84 void Event_Trigger( idEntity *activator ); 85 void Event_ClearFx(); 86 87 void CleanUp(); 88 void CleanUpSingleAction( const idFXSingleAction& fxaction, idFXLocalAction& laction ); 89 void ApplyFade( const idFXSingleAction& fxaction, idFXLocalAction& laction, const int time, const int actualStart ); 90 91 int started; 92 int nextTriggerTime; 93 const idDeclFX * fxEffect; // GetFX() should be called before using fxEffect as a pointer 94 idList<idFXLocalAction, TAG_FX> actions; 95 idStr systemName; 96 }; 97 98 class idTeleporter : public idEntityFx { 99 public: 100 CLASS_PROTOTYPE( idTeleporter ); 101 102 private: 103 // teleporters to this location 104 void Event_DoAction( idEntity *activator ); 105 }; 106 107 #endif /* !__GAME_FX_H__ */